7
lxmcf
5y

Alright got an idea I have for my game engine that I'd love some input on...

So the engine has emphasis on user made content and openness to that content (EG. open source dev tools and no licencing of art) but I also want to try and build a basic ecosystem with the engine and one way I'm doing it is with cross game mods (Take a mod from one game and drop it in another and it just works... Famous last words) but something I want to try is a companion app for the engine itself...

So it'll have a custom written save system baked in engine to make progress saving and the like simpler for the end user, thinking about building an app for smart watches and phones that would connect to the engine and actually back up and sync local saves to the app and vice versa as long as they have a connection (Hotspot your phone, bluetooth or wifi) but allow you to manage some data within the app by building a basic API to let devs show the user information about the save and the game by adding description, thumbnails to distinguish games and the like...

Just want opinions if it may be a good idea to invest some time into and if anyone has idea's that could make it better.

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  • 4
    Hmm, I would say allocate time to finish the important task first, i.e. actually getting your game engine working with all the core features you planned for it. This sounds like an extra nice-to-have-but-not-must-have to me.

    This comment was brought to you by a guy who has spent years building game engines that got nowhere because I kept adding features midway and never finished the core stuff properly.

    Btw, Nystrom's Game Programming Patterns and Gregory's Game Engine Architecture are excellent books if you ever feel yourself getting stuck.
  • 0
    @RememberMe Thanks for the recommendations!

    I should probably be a bit more clear though, I'm building the engine (Lumberjack engine) in gamemaker studio 2 so in reality it's more of a framework than an engine mostly so I can learn more about large scale projects as that will be version 1 but once I feel more comfortable and have more knowledge in either C or C++ I'm going to re-write everything from the ground up into it's own standalone hand rolled engine that maintains compatibility with all the old engines previous assets...

    So I'm more just getting concepts to paper and individualised into 'modules' so I can work out what will and wont get ported to the version 2 essentially.

    That was a horrible explanation haha
  • 0
    @lxmcf why call it lumberjack? There is an engine called lumberjack already
  • 1
    @Codex404 that's lumberyard and it's sort of a joke about me, I always wear a Beany and flannelette shirts so I got refered to as a lumberjack
  • 0
    @lxmcf ah thats true, I stand corrected, still its confusing.
  • 0
    @Codex404 Yeah i have noticed that, at the moment it's lumberjack but I will probably change it down the track, all the code uses each modules codename as a prefix so should be as simple as changing a few constants and external files to change the name
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